// GUILayerCollision.cpp : implementation file // #include "stdafx.h" #include "mapedit.h" #include "GUILayerCollision.h" #include "MapEditDoc.h" #include "MainFrm.h" #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // GUILayerCollision dialog GUILayerCollision::GUILayerCollision(CWnd* pParent /*=NULL*/) : CDialog(GUILayerCollision::IDD, pParent) { //{{AFX_DATA_INIT(GUILayerCollision) // NOTE: the ClassWizard will add member initialization here //}}AFX_DATA_INIT } void GUILayerCollision::DoDataExchange(CDataExchange* pDX) { CDialog::DoDataExchange(pDX); //{{AFX_DATA_MAP(GUILayerCollision) // NOTE: the ClassWizard will add DDX and DDV calls here //}}AFX_DATA_MAP } BEGIN_MESSAGE_MAP(GUILayerCollision, CDialog) //{{AFX_MSG_MAP(GUILayerCollision) ON_BN_CLICKED(IDC_LAYERCOLLISION_DAMAGE, OnLayercollisionDamage) ON_BN_CLICKED(IDC_LAYERCOLLISION_DEATH_FALL, OnLayercollisionDeathFall) ON_BN_CLICKED(IDC_LAYERCOLLISION_DEATH_INSTANT, OnLayercollisionDeathInstant) ON_BN_CLICKED(IDC_LAYERCOLLISION_DEATH_LIQUID, OnLayercollisionDeathLiquid) ON_BN_CLICKED(IDC_LAYERCOLLISION_DESTRUCT_FLOOR, OnLayercollisionDestructFloor) ON_BN_CLICKED(IDC_LAYERCOLLISION_DESTRUCT_WALL, OnLayercollisionDestructWall) ON_BN_CLICKED(IDC_LAYERCOLLISION_ELECTRIC, OnLayercollisionElectric) ON_BN_CLICKED(IDC_LAYERCOLLISION_MOVE_LEFT, OnLayercollisionMoveLeft) ON_BN_CLICKED(IDC_LAYERCOLLISION_MOVE_RIGHT, OnLayercollisionMoveRight) ON_BN_CLICKED(IDC_LAYERCOLLISION_NORMAL, OnLayercollisionNormal) ON_BN_CLICKED(IDC_LAYERCOLLISION_SLIPPERY, OnLayercollisionSlippery) ON_BN_CLICKED(IDC_LAYERCOLLISION_SOLID, OnLayercollisionSolid) ON_BN_CLICKED(IDC_LAYERCOLLISION_SOAK_UP, OnLayercollisionSoakUp) ON_BN_CLICKED(IDC_LAYERCOLLISION_SB_NOMOVE, OnLayercollisionSbNomove) //}}AFX_MSG_MAP END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // GUILayerCollision message handlers void GUILayerCollision::OnLayercollisionNormal() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_NORMAL);} void GUILayerCollision::OnLayercollisionSolid() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_SOLID);} void GUILayerCollision::OnLayercollisionSlippery() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_SLIPPERY);} void GUILayerCollision::OnLayercollisionMoveLeft() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_MOVE_LEFT);} void GUILayerCollision::OnLayercollisionMoveRight() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_MOVE_RIGHT);} void GUILayerCollision::OnLayercollisionDamage() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_DAMAGE);} void GUILayerCollision::OnLayercollisionElectric() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_ELECTRIC);} void GUILayerCollision::OnLayercollisionDeathLiquid() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_DEATH_LIQUID);} void GUILayerCollision::OnLayercollisionDeathFall() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_DEATH_FALL);} void GUILayerCollision::OnLayercollisionDeathInstant() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_DEATH_INSTANT);} void GUILayerCollision::OnLayercollisionDestructWall() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_DESTRUCTABLE_WALL);} void GUILayerCollision::OnLayercollisionDestructFloor() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_DESTRUCTABLE_FLOOR);} void GUILayerCollision::OnLayercollisionSoakUp() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_SOAKUP);} void GUILayerCollision::OnLayercollisionSbNomove() {theApp.GetCurrent()->Command(CmdMsg_SetColFlag,PC_TILE_COLLISION_SB_NOMOVE);}